Preview window shows no poke-through, but render does?!
ModernWizard
Posts: 850
in The Commons
Hi, can someone help me with this conundrum? I have my models dressed in clothing that I have adjusted smoothing and collision on so that there is NO poke-through. Everything looks great in the preview pane, but the render shows all the poke-through I've been trying to avoid. What might be going on here? How can I solve this problem?
--MW
Comments
Could be bump or normal maps on either the character's skin, or any clothing underneath (more likely to be the skin). These maps move the vertices very slightly to show uneven/roughness and this only happens at render time. This is particularly true if the clothed character is a creatures with fur, as these tend to have large displacement maps.
Bump and Normal maps don't change the underlying geometry at all. They just change the way a given texel on the figure is shaded.
On the other hand, Displacement does change the underlying geometry on a micropolygon (3Delight) or polygon subdivision (Itray) level, as do HD morphs. If an HD morph changes micropolygons enough, or a displacement map pushes the geo out enough, it might poke through without affecting the garment since rendertime subdivision doesn't calculate the autofit results.
I've had this happen with close fitting items before, most notably pantyhose/stockings. I found that adding a small amount of push modifyer cures it, most times I've found a setting of 0.05 is all that is needed.
Good advice so far. Also be sure that if you're using smoothing, wait for it to fully finish before starting the render. Once you hit the Render button, the scene as it is currently is sent off to Iray, incomplete smoothing and all.
The other thing that can cause poke through are shaders, where the preview window will show no poke through but the render does.. Before it was fixed I had an issue where one set of shaders would have poke through during rendering while the preview frame showed no problems.. Forget what part of the shaders was causing it but still had it happen..
The AoA SSS shader has a quirk with displacement so if there is no map in the displacement channel be sure maxi and mini values are set to 0.
I've seen this problem many times: in my experience, it's almost always the fault of a stray displacement setting that renders the underlying skin up through the cloth.
Set your displacement Minimum to zero, that's what causes those sorts of poke throughs most of the time!
Thank you for the tips, all. I'll check my shaders and displacement -- sounds like some settings there are most likely causing the poke-through.
--MW
I've seen this problem many times: in my experience, it's almost always the fault of a stray displacement setting that renders the underlying skin up through the cloth.
One other thing that can cause it. Sub Division settings. If they are only shown at render time, the mesh is not the same as in the viewport.
In which case it would be more likely to be the subdivision of the clothing not matching that of the figure, right?
Because if it's lower the clothing isn't going to 'curve' at the same rate as the figure will...
That happens all the time anyway; I've seen a lot of clothes that have not-so-dense-mesh parts over dense parts of the figure mesh. Usually it works OK, but sometimes it needs a bit of tweaking.
But I'm guessing Iray will be more sensetive to it...
So has anybody found a working solution to this problem? I am currently experiencing it with leggings, in the viewport they fit but when rendered, there is a poke-through.
I have tried everything, increasing smoothing iterations, turning off bump maps on the character. Making the leggings subd, but nothing worked so far.
Have you tried turning the legs off completely? Unless the legs are visible through the leggings (i.e., see-through or partially transparent), you can just turn them off in the scene tab and they should vanish. I have to do that sometimes with Liberty Lass's chest (from my webcomic) because her costume is so close-fitting.
Also, have you tried a small push modifier? 0.05 or less an often do the trick. I do that with LL's gloves.
While you can use a push modifier (which if you've never used before can be very daunting at first) there is actually a much easier way (only for stills though and not animation)
have the clothing the way you want it (when it looks good in iray viewport) and/or simulate Dforce*
(Dforce is not required method*)
(Only Daz Studio is needed no other programs required)
Depending on your cam view this should get rid of any poke through in the scene when rendering in that view.
You can view the attached picture for my results.
I hope this is useful to someone ;)
I'm having this issue suddenly after updating to the newest version of Daz. I'm less interested into how to create a workaround and more interested to know WHY it suddenly started happening? I've never had to completely tweak the settings of every clothing piece before a render, so why should I have to start doing it now? It's tedious and unecessary.
I know all about sub division settings, and displacement maps, and all the usual suspects. None of them are the problem. It just started happening since the new version of Daz. Anytime I come home to look at a finished batch of renders, every character's outfits have at least one minor (and sometimes major) area with tons of pokethrough. Something broke and I just want to know how to undo it.
So do I suddenly, after years of having no issues, I now I have to click "render" instead of "render preview" because the preview is now inaccurate.
Is there some sort of default setting that got changed in the recent version of Daz? Something I can click and have everything go back to normal?